Re: [hlds_linux] Re: ;)

2020-11-16 Thread Wave Admin


> On Nov 16 2020, at 7:58 am, HH. - int-10h at protonmail.com (via
> hlds_linux list)  wrote:
> I'm sorry to break this to you, but I don't think they have any.

On the + side, this is the most interesting the list has been in some time.
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[hlds_linux] steamcmd logins quit working yesterday

2015-01-16 Thread wave
Has anyone else become unable to login using steamcmd since yesterday's tf2
update? So far I've been unable to update my game server since I cannot
login to Steam Public.

I've tried both anonymous and with an actual account. I just keep seeing:
Login Failure: No Connection FAILED with result code 3

Nothing has changed on the server end (a linode, FWIW). I've double checked
the firewall rules, and even tried disabling it entirely. But the issue
persists.

 Any suggestions are appreciated, thanks.
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Re: [hlds_linux] steamcmd logins quit working yesterday

2015-01-16 Thread wave
Thanks epi! You were right, that was the problem. With the 208.* address
gone it connected just fine. I must be one of the unlucky ones.

Thanks again all.

On Fri, Jan 16, 2015 at 9:12 AM, Andrew Fischer wizzr...@gmail.com wrote:

 Thanks epi! You were right, that was the problem. With the 208.* address
 gone it connected just fine. I must be one of the unlucky ones.

 Thanks again all.

 On Fri, Jan 16, 2015 at 9:07 AM, Kevin C s...@serveredirect.com wrote:

 I was able to log in on my home pc using anonymous just now. From the
 messages on the mailing list(s) it seemed like it was broken for certain
 places in the US.

 On 1/16/2015 10:04 AM, wave wrote:

 Has anyone else become unable to login using steamcmd since yesterday's
 tf2
 update? So far I've been unable to update my game server since I cannot
 login to Steam Public.

 I've tried both anonymous and with an actual account. I just keep
 seeing:
 Login Failure: No Connection FAILED with result code 3

 Nothing has changed on the server end (a linode, FWIW). I've double
 checked
 the firewall rules, and even tried disabling it entirely. But the issue
 persists.

   Any suggestions are appreciated, thanks.
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Re: [hlds_linux] Mandatory TF2 update released

2014-10-23 Thread The Wave
I went through similar complaints on the gift drop rates last night. 
Hearsay indicates they now drop about 3 hours apart instead of last 
years ~50min. Maybe (hopefully) they slowed it down just for Scream 
Fortress Classic?


On 10/23/2014 9:45 AM, Frank wrote:

Ok I see this over on teamfortress.com...

Luckily, you can now play previous years' Halloween spectaculars to get
your shock tolerance up in advance of the update. Simply boot up the game,
hop into multiplayer and quickplay any of our past five Scream Fortress
updates. If you've missed out on previous Team Fortress Halloweens, or are
new to TF2 in general, this is a perfect time to catch up.

You direct people to Quickplay yet again this defaults directly to Valve
servers first! How about - Hop into multiplayer and search the server
browser instead?
Also while on the subject is there a particular reason why I have players
screaming at me about drop rates for spells and such? I go to check on a few
of my servers last night to only get slammed by why gifts aren't dropping as
they used to and if there was something broken with the servers.




-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Wednesday, October 22, 2014 1:58 PM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux
server mailing list; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds_linux] Mandatory TF2 update released

We've released a mandatory update for TF2. The notes for the update are
below. The new version number is 2455651.

-Eric

-

- Scream Fortress Classic begins!
- In preparation for Scream Fortress 2014 we've enabled all previous
Halloween events
- Fixed The Larval Lid not using the correct Blue team material

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Re: [hlds_linux] HLSW Alternatives

2014-08-29 Thread wave
I'll second the SourceIRC suggestion. It's become my goto admin interface,
and setting up others with limited commands is straightforward.
On Aug 29, 2014 8:49 PM, Alexander Corn mc...@doctormckay.com wrote:

 If you want my advice, install SourceIRC. This will allow you to issue
 admin commands via an IRC channel, and you can set up others with access to
 only certain commands so you don't need to give out your rcon password to
 all your admins.

 SourceIRC can also be set up to relay chat to/from an IRC channel.
 On Aug 29, 2014 9:31 PM, Frank ad...@gamerscrib.net wrote:

  HLSW is good for mostly quick and simple management. I've tried to
 contact
  their dev's a few times but no luck on any type of reply from any form of
  contact.
  The layout and amount of options it has available makes it nice to use so
  any alternative needs to be as well developed and not just thrown
 together.
 
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Gavin
  Langdon
  Sent: Friday, August 29, 2014 8:44 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] HLSW Alternatives
 
  That's perfectly reasonable if you have direct access and don't want
 extra
  functionality, but hlsw is nice because it allows multiple people with
 only
  rcon to access the server, and displays useful info and options for
  manipulating players and other aspects of the server.
 
  sent from mobile
  On Aug 29, 2014 8:39 PM, Weasels Lair wea...@weaselslair.com wrote:
 
   Eh, if it's a Linux-based TF2 server .. it's pretty easy.
   Use screen to run SCRCS as a detached back-ground process on a
   head-less server.
   Make some scripts that do things like:
   1) start the game (directly under SSH/console).
   2) start the game under screen utility - giving it a name to
   reconnect to later, etc.
   3) send commands to a detached screen process.
   4) shut-down the screened process.
   Use webmin to run those scripts from a browser, if you are too lazy
   to do them under SSH.
  
  
   On Fri, Aug 29, 2014 at 4:33 PM, Joey Benamy jben...@outlook.com
  wrote:
  
Hello,
   
   
   
HLSW is an application you install on your computer that allows you
to administrate your Team Fortress 2 server remotely without having
to have Team Fortress 2 open.  The application is no longer being
developed and
   is
not open source, as far as I know.  Since the TF2 update that
upgraded SteamIDs, the ban list in HLSW no longer works.  I was
wondering if
   anybody
knew of any alternative remote admin tools that do regularly get
  updated.
My server uses MetaMod and SourceMod, and I've updated MetaMod and
SourceMod to the versions that temporarily fix the issues introduced
by the TF2 update.
   
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Re: [hlds_linux] Replays causing spikes

2014-07-17 Thread The Wave
On my host (a linode) I had trouble with replay lag spikes for some time 
due to slow file system IO. I ended up mounting the replay folder to a 
ramdisk, and then cleaning it out frequently. Not an ideal solution, but 
it did solve the lagging. Might at least be worth a test to see if the 
spikes disappear.


On 7/17/2014 10:32 AM, Erik-jan Riemers wrote:

Just make sure you dont have 500k files in the folders, and http is the
best for now too. I had ftp in use but if it didn't work it would stall the
servers and sometimes hang too. With http i never had that issue. I think
there are also option on how quickly it writes it or how big the buffers
are you can use.. its on the tf2 replay wiki. Dont know if that will help.
I've got multiple servers running on the same box with all replay and they
seem to do ok..


2014-07-17 17:23 GMT+02:00 Valentin G. nextra...@gmail.com:


We have had replays enabled for over two years now, but only recently
we have been experiencing massive lag spikes on our servers. When
replays are disabled the spikes disappear, and a VProf told me that
file access is the culprit. We already got our aging hard drive
replaced but the issues remain the same. Has anything changed recently
that I need to be aware of? The server is currently configured to use
a local HTTP to distribute the files. Any tips or tricks on how to
resolve this, or is this on Valve to fix?

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Re: [hlds_linux] Replays causing spikes

2014-07-17 Thread The Wave
Sorry I'm at work so I can't answer with more precision. I'm afraid 
there is quite a bit of data duplication between the folders as I 
recall. I never did try to do much about that since my server has space 
to spare. I do clean out the replays every 24 hours in the morning. And 
again I don't recall how much space gets eaten up by 24hours of playing, 
but I know my ramdisk is 500M and I never had an issue. Hope this helps 
somewhat.

On 7/17/2014 11:50 AM, Valentin G. wrote:

With the local fileserver method, how much data is duplicated between
the servers replay directory and the webservers replay directory, can
you do anything about that? I've never paid attention to the file
sizes, do you have a rough idea how much space the files take up for a
day of 24 players on the server? Do you clean up every day or more
frequent?

On Thu, Jul 17, 2014 at 5:48 PM, The Wave thew...@thewaveserver.com wrote:

On my host (a linode) I had trouble with replay lag spikes for some time due
to slow file system IO. I ended up mounting the replay folder to a ramdisk,
and then cleaning it out frequently. Not an ideal solution, but it did solve
the lagging. Might at least be worth a test to see if the spikes disappear.


On 7/17/2014 10:32 AM, Erik-jan Riemers wrote:

Just make sure you dont have 500k files in the folders, and http is the
best for now too. I had ftp in use but if it didn't work it would stall
the
servers and sometimes hang too. With http i never had that issue. I think
there are also option on how quickly it writes it or how big the buffers
are you can use.. its on the tf2 replay wiki. Dont know if that will help.
I've got multiple servers running on the same box with all replay and they
seem to do ok..


2014-07-17 17:23 GMT+02:00 Valentin G. nextra...@gmail.com:


We have had replays enabled for over two years now, but only recently
we have been experiencing massive lag spikes on our servers. When
replays are disabled the spikes disappear, and a VProf told me that
file access is the culprit. We already got our aging hard drive
replaced but the issues remain the same. Has anything changed recently
that I need to be aware of? The server is currently configured to use
a local HTTP to distribute the files. Any tips or tricks on how to
resolve this, or is this on Valve to fix?

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Re: [hlds_linux] Replays causing spikes

2014-07-17 Thread The Wave
Should qualify that last statement. Every hour I clean out replays more 
than 24 hours old. I don't wipe them all out at once.

-Andrew
On 7/17/2014 3:10 PM, The Wave wrote:
Sorry I'm at work so I can't answer with more precision. I'm afraid 
there is quite a bit of data duplication between the folders as I 
recall. I never did try to do much about that since my server has 
space to spare. I do clean out the replays every 24 hours in the 
morning. And again I don't recall how much space gets eaten up by 
24hours of playing, but I know my ramdisk is 500M and I never had an 
issue. Hope this helps somewhat.

On 7/17/2014 11:50 AM, Valentin G. wrote:

With the local fileserver method, how much data is duplicated between
the servers replay directory and the webservers replay directory, can
you do anything about that? I've never paid attention to the file
sizes, do you have a rough idea how much space the files take up for a
day of 24 players on the server? Do you clean up every day or more
frequent?

On Thu, Jul 17, 2014 at 5:48 PM, The Wave thew...@thewaveserver.com 
wrote:
On my host (a linode) I had trouble with replay lag spikes for some 
time due
to slow file system IO. I ended up mounting the replay folder to a 
ramdisk,
and then cleaning it out frequently. Not an ideal solution, but it 
did solve
the lagging. Might at least be worth a test to see if the spikes 
disappear.



On 7/17/2014 10:32 AM, Erik-jan Riemers wrote:
Just make sure you dont have 500k files in the folders, and http is 
the
best for now too. I had ftp in use but if it didn't work it would 
stall

the
servers and sometimes hang too. With http i never had that issue. I 
think
there are also option on how quickly it writes it or how big the 
buffers
are you can use.. its on the tf2 replay wiki. Dont know if that 
will help.
I've got multiple servers running on the same box with all replay 
and they

seem to do ok..


2014-07-17 17:23 GMT+02:00 Valentin G. nextra...@gmail.com:


We have had replays enabled for over two years now, but only recently
we have been experiencing massive lag spikes on our servers. When
replays are disabled the spikes disappear, and a VProf told me that
file access is the culprit. We already got our aging hard drive
replaced but the issues remain the same. Has anything changed 
recently

that I need to be aware of? The server is currently configured to use
a local HTTP to distribute the files. Any tips or tricks on how to
resolve this, or is this on Valve to fix?

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Re: [hlds_linux] Replays causing spikes

2014-07-17 Thread The Wave

Good luck! Be curious to see if it helps.
On 7/17/2014 3:32 PM, Valentin G. wrote:

Thanks. I'll set everything up to run replays with ramdisk and see how
far it goes.

On Thu, Jul 17, 2014 at 10:16 PM, The Wave thew...@thewaveserver.com wrote:

Should qualify that last statement. Every hour I clean out replays more than
24 hours old. I don't wipe them all out at once.
-Andrew

On 7/17/2014 3:10 PM, The Wave wrote:

Sorry I'm at work so I can't answer with more precision. I'm afraid there
is quite a bit of data duplication between the folders as I recall. I never
did try to do much about that since my server has space to spare. I do clean
out the replays every 24 hours in the morning. And again I don't recall how
much space gets eaten up by 24hours of playing, but I know my ramdisk is
500M and I never had an issue. Hope this helps somewhat.
On 7/17/2014 11:50 AM, Valentin G. wrote:

With the local fileserver method, how much data is duplicated between
the servers replay directory and the webservers replay directory, can
you do anything about that? I've never paid attention to the file
sizes, do you have a rough idea how much space the files take up for a
day of 24 players on the server? Do you clean up every day or more
frequent?

On Thu, Jul 17, 2014 at 5:48 PM, The Wave thew...@thewaveserver.com
wrote:

On my host (a linode) I had trouble with replay lag spikes for some time
due
to slow file system IO. I ended up mounting the replay folder to a
ramdisk,
and then cleaning it out frequently. Not an ideal solution, but it did
solve
the lagging. Might at least be worth a test to see if the spikes
disappear.


On 7/17/2014 10:32 AM, Erik-jan Riemers wrote:

Just make sure you dont have 500k files in the folders, and http is the
best for now too. I had ftp in use but if it didn't work it would stall
the
servers and sometimes hang too. With http i never had that issue. I
think
there are also option on how quickly it writes it or how big the
buffers
are you can use.. its on the tf2 replay wiki. Dont know if that will
help.
I've got multiple servers running on the same box with all replay and
they
seem to do ok..


2014-07-17 17:23 GMT+02:00 Valentin G. nextra...@gmail.com:


We have had replays enabled for over two years now, but only recently
we have been experiencing massive lag spikes on our servers. When
replays are disabled the spikes disappear, and a VProf told me that
file access is the culprit. We already got our aging hard drive
replaced but the issues remain the same. Has anything changed recently
that I need to be aware of? The server is currently configured to use
a local HTTP to distribute the files. Any tips or tricks on how to
resolve this, or is this on Valve to fix?

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Re: [hlds_linux] So let's have a look at what happened since Valve turned off quickplay by default

2014-02-05 Thread The Wave

The funny part is that mvm is actually still pretty full here.. 

I can confirm this as well, my mvm still has lots of players. I assume 
Valve runs a lot bootcamp servers? I never actually checked.


On 2/5/2014 3:38 PM, Erik-jan Riemers wrote:

In my eyes, custom servers are still something i can manage since people
search for that. All quickplay servers are on my list of to be removed we
used to have say 6 to 8 players that would join a server (regulars) and
then quickplay would kick in and send some clients to it. When its above
10-15 the i only come when its full regulars will be coming too.

Now it just sits there around 6 to 8 players, people try to fill it up but
nobody comes (an hour passes, still nothing) imho, tf2 vanilla servers
offered by community = dead.

The funny part is that mvm is actually still pretty full here..


2014-02-05 Aaron Thompson rmesc...@gmail.com:


I agree that they should revert the change, yet this does not affect me. I
get all my traffic from the browser. :) the way things used to be.

Sincerely,
Aaron
On Feb 5, 2014 3:15 PM, Robert Paulson thepauls...@gmail.com wrote:


That is easy for you to say but absolutely unhelpful to server owners who
started with vanilla settings. They can change to non quickplay settings

to

appeal to browser only players, but then they will alienate their current
players, losing all their seeders, AND they have to compete with your
established server to fight over the few server browsers looking for a

new

server.

We also have servers that were never on quickplay and they are seeing a
small but accelerating decrease of players. Why is this also harming
non-quickplay servers? Because new players are now being conditioned to
play on official Valve servers and they are never made aware that there

are

non-quickplay type servers they would enjoy.

This will eventually affect your non-quickplay server even if you don't
notice it yet. You will not see this reflected on your gametracker rank
because it affects all community servers.

Bribe players with secret saxtoners to stay on your server as if we

weren't

spending enough money on servers? Using your steam group? Do you know

there

is a very small and invisible limit on the people you can invite now and
another limit that makes all non-friend invites silently fail?  Isn't

there

something wrong with the system when these gimmicks are the only way to

get

players instead of letting community servers compete equally with

official

servers?

I am sorry but your suggestions don't help at all. Disabling community
quickplay must be reversed or a compromise must be made if Valve really
cares about the long term player experience instead of a sloppy fix for
players too lazy to use the browser and likely to not have paid Valve a
single dime.


On Wed, Feb 5, 2014 at 11:40 AM, Martin V velt...@gmail.com wrote:


And my servers are in the top 50 on Gametracker.
My server is in top20-15 and I don't see any player drops/decreasing.
Probably because my server is 'banned' (or has really LOW priority
in quickplay) from quickplay system for my tags:
increased_maxplayers,nocrits,nodmgspread,respawntimes

Maybe you should try not to depend on quickplay so much? Try expending

your

community and put some life into servers. Make some events. Prizes for
players etc.
Try using your steam group to fill the server with loyal players. Throw
some secret saxtoners like we do :)
USE YOUR IMAGINATION AND ANYTHING IS POSSIBLE! :D

Try using this plugin:
https://forums.alliedmods.net/showthread.php?p=2060588 -- it show you
where your traffic is comming from (what connection method).


2014-02-05 Chris Oryschak ch...@oryschak.com:


ics,

You're not the only one; i'm seeing the exact same trend on my

servers.

  Traffic is 50-58% decreased and I heavily rely on my community of 5

yrs

to

get the servers going come mid/late afternoon when they get home from
school  work.

If it wasn't for having my community built up for so long my servers

would

be on the brink of death, give it a few months and without being able

to

attract more players to replenish the community base i can see my

servers

dwindling down to nothing.

And my servers are in the top 50 on Gametracker.

Fletcher - Can you chime in on this, it would be really nice to get a

Valve

response on the mailing list instead of having to rely on 3rd party

sources

of email exchanges.  I know why Valve has done what they have done

but

it

would be really nice to get some feedback and/or maybe collectively

come

up

with some solutions that favor both the community servers and valves

strict

'vanilla' experience.

We (community operators) would just like to regain some comfort

knowing

this isn't the death of us.




On Wed, Feb 5, 2014 at 12:53 PM, ics i...@ics-base.net wrote:


Some time has now passed since Valve defaulted quickplay to Valve

servers

only on TF2 and we are taking the hit. Roughly half of our servers

it

now

empty. Changes daily 

Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread The Wave

Definitely looking forward to the gameserver accounts! Off to https post...

On 2/5/2014 6:03 PM, Rikard Bremark wrote:

This is great news!
I asked Alfred about such a feature a year ago and he said it was 
under development but didnt know when it was due to release!
I am really happy that you guys have put an effort in it and are now 
releasing it!


Good Job!
--
//Rikard 'Zapy' Bremark
Warzone Short Valley

On 2014-02-06 00:52, Fletcher Dunn wrote:
There are some changes coming that TF2 server operators should know 
about.


CHANGES TO QUICKPLAY
---

The next TF2 update will make two changes to quickplay:

* Show servers button.  This runs the ordinary quickplay search, 
but instead of joining the server with the highest score, it presents 
the user with an ordered list of about 20 servers and lets them 
pick.  This gives players much of the convenience of quickplay by 
finding servers with a good ping and players on them, but also an 
easy way to express a preference over the map, server community, etc.
* We've added an advanced options page that allows players to opt 
into the most commonly-requested non-vanilla rules changes: nocrits, 
maxplayers, and instant respawn.


There are no more scoring penalties for maxplayers or rule changes; 
your server either matches their search criteria or it doesn't.


At this time, we are keeping the default quickplay option to Valve 
servers.  However, note that if a player wants to find a server with 
any of the supported modifications, then they must land on a 
community server, since Valve servers do not run with these settings.


We've updated the quickplay policy to more clearly specify what sorts 
of server modifications are allowed in quickplay:

https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

STEAM GAMESERVER ACCOUNTS
-

Gameserver accounts are now a Steam feature.  The feature is 
currently in beta.


Using a steam gameserver account provides one important advantage 
right now: client favorite lists are keyed by the Steam account if 
present.  This means that you can move your server to another IP 
address, and clients who have your server in their favorites or 
history will follow you to your new location.


CREATING AN ACCOUNT:

Creating an account is currently only possible via WebAPI. (Remember, 
this feature is currently in beta.  We'll add a nicer interface for 
this soon.)  Make a HTTPS POST request to the following URL:

https://api.steampowered.com/IGameServersService/CreateAccount/v0001/

The POST arguments should be:
   appid=440 (for Team Fortress)
   key=your WebAPIKey

your WebAPIKey is the WebAPI key associated with the user account 
that will own the server accounts. See http://steamcommunity.com/dev 
for how to get one of these. (WARNING: Make sure and keep this key 
secret.  This key is an authentication token in some respects and 
makes it possible to do certain actions on your behalf.  Don't feed 
the key into anybody's nice convenient web page that automates this.  
With your WebAPI key they could impersonate you for some actions.  If 
you don't want to go through the pain of making a WebAPI call, just 
wait until we have a nicer interface implemented.)


The output of the WebAPI will be the (permanent) SteamID of your 
gameserver, and a login token.  The login token is a random string of 
text that allows you to actually login to your account.


You can view a list of the servers owned by a user account by making 
a HTTPS GET call to:
https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=yourkeyhttps://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey 



LOGGING IN TO YOUR ACCOUNT (TF only for now):

Once you have a gameserver login token, you can specify your login 
credentials on a Source engine server by executing this console 
command sometime before it loads the first map:


sv_setsteamaccount login token

The server output should make it clear when you are using a Steam 
gameserver account and when you are logging in anonymously.  (The 
ordinary gameserver login that has always been used.)


Remember, for now you will need to login to both your Steam 
gameserver account and also your TF account.  The two accounts are 
not related.  The TF account is the one that determines quickplay 
eligibility, and the Steam one does favorites migration.  Eventually 
we will remove the TF accounts and only use Steam gameserver accounts.


HOW FAVORITES MIGRATION WORKS:

In the next few days we will release an updated Steam Client beta 
that knows how to migrate favorites.  On the client, each favorite 
has an IP:port and a gameserver account.  The account might be empty 
--- that will of course be the case for all previously existing 
favorites.  Periodically, a client will try to sync up the favorites 
list IP:port addresses and accounts. If there is an IP:port without 
an associated account, it will 

Re: [hlds_linux] Tab completion in steamcmd prompt?

2013-04-01 Thread wave
Yes, huge thanks for this!

On Sun, Mar 31, 2013 at 11:23 PM, Dirk D bluthun...@gmail.com wrote:

 I hacked a little wrapper in Python providing readline functionality for
 interactive steamcmd sessions. You can find it over here:
 https://github.com/dirkd/steamsh/blob/master/steamsh

 At the moment it provides some simple tab-completion (based on the start of
 your input, double-tab for a list of matches; no context-aware completion
 yet), a command history (saved to ~/.history_steamsh), exit via sending EOF
 and also has some quirks:
 - Output is being extensively buffered, so you don't get immediate feedback
 for long running operations (e.g. app_update)
 - Input buffer is sometimes not correctly cleared when stepping through the
 history leaving behind artifacts of an entry that was stepped over (doesn't
 effect the actual input that is sent to steamcmd though)
 - There's a short delay on startup b/c it reads all possible
 convars/commands from steamcmd

 Should run on any Unix-like system that has Python =2.6 installed. If it
 doesn't please file a bug report on Github so I can fix that :)

 hth


 On Sun, Mar 31, 2013 at 10:28 PM, ics i...@ics-base.net wrote:

  No it's not just you. The new tool does not behave like a shell prompt on
  linux which is a shame.
 
  -ics
 
  Joe Davison kirjoitti:
 
   Further to this I've now found myself trying to use the up arrow key to
  cycle through previous commands. Is it just me?
 
  On 2013-03-31 21:17, Joe Davison wrote:
 
  I don't know about everyone else but I instinctively try to tab
  complete commands in the steamcmd prompt only to be met with
  disappointment. Would it be possible at all to implement tab
  completion in the prompt at some point?
 
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[hlds_linux] Query an MvM server for the current wave?

2013-03-20 Thread wave
All,

Just wondering if anyone knows of a command, cvar, or plugin that lets one
find out what Wave number an MvM game is currently on?

I use sourceIRC to keep an eye on my server. And sometimes when it's a
smaller or less experienced group just messing around I'll give them a hand
if they ask. But I always end up having to ask which wave they are on.

I dumped the list of cvars and commands, but didn't see anything that
looked like what I wanted. But, it's a huge list so I might just not see
it.

Thanks for any help
Andrew


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Re: [hlds_linux] Query an MvM server for the current wave?

2013-03-20 Thread wave
Wow, Thanks Gordon! That fits the bill perfectly. I'll try it out right
after work.

Again, huge tkx,
-Andrew

On Wed, Mar 20, 2013 at 1:05 PM, Gordon Reynolds 
thisisgordonsem...@gmail.com wrote:

 Actually there are no more commented out lines, I was thinking of something
 else I guess!


 On Wed, Mar 20, 2013 at 11:02 AM, Gordon Reynolds 
 thisisgordonsem...@gmail.com wrote:

  Well what do you know, something I've written will actually help another
  person. I have this -same exact- problem as you have. I have SourceIRC,
 and
  a MvM server, and a bunch of people who suck at MvM. So I needed to ask
  what round/wave they were on - and of course nobody could tell me in
 time.
 
  So I wrote a sourcemod plugin that will return x/y where x is the
  current wave and y is the total number of waves. I then just have my bot
  report on the results of: sm_mvmround. There are also some commented
 out
  lines for the mission
 
  http://pastebin.com/SWMUbLXD
 
 
  On Wed, Mar 20, 2013 at 7:35 AM, wave thew...@thewaveserver.com wrote:
 
  All,
 
  Just wondering if anyone knows of a command, cvar, or plugin that lets
 one
  find out what Wave number an MvM game is currently on?
 
  I use sourceIRC to keep an eye on my server. And sometimes when it's a
  smaller or less experienced group just messing around I'll give them a
  hand
  if they ask. But I always end up having to ask which wave they are on.
 
  I dumped the list of cvars and commands, but didn't see anything that
  looked like what I wanted. But, it's a huge list so I might just not see
  it.
 
  Thanks for any help
  Andrew
 
 
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Re: [hlds_linux] Working on an RCON Gui tool for Linux

2013-02-21 Thread wave
Nice job! I am definitely giving this a try.

On Thu, Feb 21, 2013 at 3:16 PM, Gavin Langdon puttabu...@gmail.com wrote:

 I want to add that there are a lot of GUI elements that don't do anything
 (yet), like the Game Log tab.


 On Thu, Feb 21, 2013 at 4:12 PM, Vitor F. - Killall x30...@gmail.com
 wrote:

  Nice tool!
 
  Print screen with csgo and l4d2 server:
  http://img809.imageshack.us/img809/1504/capturadetelade20130221.png
 
  2013/2/21 David Fountain savsi...@gmail.com:
   Lo just read the last part. .
  
   SavSin
   On Feb 21, 2013 1:01 PM, Gavin Langdon puttabu...@gmail.com wrote:
  
   Hello all,
  
   I know a lot of people use the Linux mailing list just because their
   *servers* are linux-based and not their desktops, but with the release
  of
   TF2 and other games for Linux I thought I'd share a project I've been
   working on.
  
   https://github.com/gavintlgold/rcon-tool is an open-source RCON
   administration tool along the lines of HLSW, written in PyGTK. It
 should
   work on a modern distribution that runs Python and GTK. There is a
  branch
   for Python 3 as well.
  
   I'm not claiming that this tool is bug-free or feature complete, but
 at
  its
   current state it seems to work well as a server monitor (logs and
 server
   status, with a ping graph) and a way to send rcon commands without
  loading
   up the game.
  
   I'd love to get some feedback on it, and I hope I'm helping out others
  who
   want to manage their game servers from a Linux desktop environment.
  
   Note that I've only really tested this with TF2 servers, though other
   Source games shouldn't have too many issues, if any. It's not going to
  work
   with non-Source games though.
  
   --Gavin Benny Hill L
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Re: [hlds_linux] MvM Übercharge Bug

2012-11-13 Thread wave
This really has gotten bad. Yesterday evening everyone on my server
was running this hack or being taught how to run it as they joined up.

I finally added the tf2fix sourcemod plugin, just for the mvm canteen
hack protection. https://forums.alliedmods.net/showthread.php?t=180647
At least the game became playable again.

Here's to hoping for a proper fix soon. MvM has really revitalized my
small community server.


On Tue, Nov 13, 2012 at 4:02 AM, Marcus Tribuser tr...@gmx.at wrote:
 hi


 I was wondering if there is any news from Valve concerning the latest bug,
 when it will be fixed and how Valve is going to handle all the illegally
 optained weapons and tours.

 just to explain, last week players found a bug where u get infinite
 übercharge during the whole map and therefore cant be killed . ATM u cant
 find a match where there isnt at least one player using it, which pisses off
 all honest players, especially those playing expert look at
 http://steamcommunity.com/app/440/discussions/1/


 Marcus

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Re: [hlds_linux] MvM servers crash after update

2012-10-27 Thread wave
Looks like it doesn't discriminate. I see exactly the same behavior on
Archlinux, pure vanilla install (no SM or MM). It hangs with a pegged
CPU right after class selection.

Back to PVP for this weekend methinks.

On Sat, Oct 27, 2012 at 1:55 AM, HWDOMD hwd...@gmail.com wrote:
 Exactly the same thing here too. Our other servers running regular maps and
 the one running the PvP Halloween event maps are fine (give or take the odd
 sdkhooks issue and such). I'm running the latest dev snapshots of MM and SM,
 OS is Xubuntu.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Doug Tyrrell
 Sent: Friday, October 26, 2012 11:30 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] MvM servers crash after update

 I'm getting the same thing. CentOS 5, vanilla server (so sm/mm), and
 only happens on MvM. Any map. Occurs whenever someone spawns immediately
 after picking their class. Only seems to happen on linux.

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 No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 2013.0.2742 / Virus Database: 2617/5856 - Release Date: 10/26/12


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Re: [hlds_linux] lagg problem on ubuntu 12.04

2012-10-10 Thread wave
Glad you got it sorted. Out of curiosity, did you find any particular
config setting or addon that was causing the problem?

On Wed, Oct 10, 2012 at 1:11 PM, Pieter-bas Ronner i...@pbservers.nl wrote:
 Thanks for helping me. My server is not lagging any more! thanks!

 PB

 2012/9/28 [BT]Black V bt.bla...@gmail.com

 Also just for tidiness sake not actually really necessary. You could clean
 up that config a little.
 I.e. you've specified sv tags of all talk but lower in config you have
 sv_alltalk 0 set.
 Is it necessary to have sv_cheats specified when it's default and so on

 But this is off topic
 On 29/09/2012 7:17 AM, Calvin Judy c.j...@griffinrun.net wrote:

  The server fps drops will not be caused by rates, do you have any addons
  running? ie. Sourcemod (if so, what plugins)
 
  You can remove the fps_max command, it's locked to the tickrate. Also,
  since you're running the server at 66 tickrate
  you may want to try running Valve's defaults, remove the rate settings
  from your server.cfg and see how that works if you're
  getting player jitter in-game.
 
  The more you increase the rate values, and the larger the gap between
  minupdaterate/maxupdaterate the more inconsistency you're
  going to have. As much as I understand striving for better performance on
  srcds, Valve's default rate settings run quite well
  and you should only tweak them if the circumstances call for it.
 
  Also, can you monitor the srcds process while these fps drops are
  occuring. (You should be able to use top, and just see the cpu usage of
  srcds_linux)
 
  The fps drops (on net_graph 4, sv) is what is causing the lag, we need to
  find the source of the fps drops in order to solve that.
 
 
  - Original Message - From: Pieter-bas Ronner 
 i...@pbservers.nl
  To: Half-Life dedicated Linux server mailing list hlds_linux@list.**
  valvesoftware.com hlds_linux@list.valvesoftware.com
  Sent: Friday, September 28, 2012 2:41 PM
  Subject: Re: [hlds_linux] lagg problem on ubuntu 12.04
 
 
   Hello,
 
  First of all. Thank you all for helping and responding!
  Its look like that the config from wave  resolves the issue.
  But i have now some hickups. The sv drops from 66 to 11, 7 or 5 for 2
  second.
  (my connection: http://www.speedtest.net/**result/2208625001.png
 http://www.speedtest.net/result/2208625001.png
  )
  I use now this config:
 
  fps_max 600
  sv_minrate 3
  sv_maxrate 10
  sv_minupdaterate 30
  sv_maxupdaterate 100
  sv_mincmdrate 30
  sv_maxcmdrate 100
 
 
  Maybe i set the sv_mincmdrate and sv_minupdaterate to a higher value?
 
  Pieter-bas
 
 
 
  2012/9/28 Calvin Judy c.j...@griffinrun.net
 
   We're going to need more information as to what you're saying is lag.
 Is
  the server's fps dropping into red at the time of the issues? (You can
  check this by using net_graph 4 and monitoring the sv variable)
 
  Have you verified the connection speed? 100mbps is more than enough to
  host one srcds instance.
 
  Also your minrate value is quite low, you could be attracting people
 who
  are naturally laggy due to their connection.
 
  _____
  Level 3 Technician
  Griffin Networks LLC - Gaming Solutions
 
 
  - Original Message - From: Pieter-bas Ronner 
  i...@pbservers.nl
  To: hlds_linux@list.**valvesoftwa**re.com http://valvesoftware.com
  hlds_linux@list.**valvesoftware.com hlds_linux@list.valvesoftware.com
 
  
  Sent: Friday, September 28, 2012 12:52 PM
 
  Subject: [hlds_linux] lagg problem on ubuntu 12.04
 
 
   Hi members,
 
 
  I hope you can help me a little bit with my problem.
 
  I run man vs machine team fortress 2 server. on a ubuntu 12.04 server
  with
  a Dual-Core AMD Opteron(tm) Processor 2216, 4 cores and 16 memory.
  My internet connection is a fiber 100/100 mbit. I thought thats enough
  to
  run a man vs machine server.
  I search now for a long time to figure out why are my server is
  lagging. I
  have try a lot of config files to fix the problem. But it didn't.
 
  Can you help me?
 
  This is my config server file:
 
 
 
  hostname  =Just For Fun= | clanjff.com | Team Fortress 2 | MVM 24/7
  norm
 
  // Rcon Cvars
  rcon_password j //Set's remote control password
  sv_rcon_banpenalty 15 //Number of minutes to ban users who fail rcon
  authentication
  sv_rcon_log 1 //Enable/disable rcon logging.
  sv_rcon_maxfailures 3 //Max number of times a user can fail rcon
  authentication before being banned
  sv_rcon_minfailures 5 //Number of times a user can fail rcon
  authentication
  in sv_rcon_minfailuretime before being banned
  sv_rcon_minfailuretime 10 //Number of seconds to track failed rcon
  authentications
  sv_pure 2
  tf_server_identity_account_id *
  tf_server_identity_token **
  sv_tags mvm,_registered,alltalk
 
  // Server Password
 
  // Server Cvars
  sv_visiblemaxplayers 6
  mp_allowspectators 0 //Toggles whether the server allows spectator
 mode
  or
  not
  mp_autocrosshair 0
  mp_autoteambalance 1

Re: [hlds_linux] lagg problem on ubuntu 12.04

2012-09-28 Thread wave
I realize everyone's setup probably needs different numbers, but my
server is somewhat similar and I too suffered from mvm lag when it
first came out. I ended up having excellent results with the following
settings gathered from reading a guide at:
http://www.jason35.com/netcode.htm

fps_max 600
sv_minrate 3
sv_maxrate 10
sv_minupdaterate 30
sv_maxupdaterate 100
sv_mincmdrate 30
sv_maxcmdrate 100


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Re: [hlds_linux] Test linux steam binaries

2012-08-22 Thread wave
Thanks Fletch, quit now shutsdown cleanly! (without sourcemod, at least)

On Wed, Aug 22, 2012 at 1:20 PM, Fletcher Dunn
fletch...@valvesoftware.com wrote:
 If you are crashing on level change or server shutdown, and would like to 
 help test updated steam binaries that contain the fix, please download them 
 from here:

 http://media.steampowered.com/apps/440/linux_steam_bins.zip

 and put them in the game/bin folder.

 Please report if they cause any new problems.

 If all goes well, we'll release them in an official update soon.
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Re: [hlds_linux] [hlds] Mandatory TF2, DoD:S, and HL2:DM Updates Released

2012-04-18 Thread wave
I'll second that. The new update tool is amazing. Big thanks guys!!

On Wed, Apr 18, 2012 at 5:59 PM, Alan Kennedy kenne...@3dgames.com.arwrote:


 It's working for me now. I just love the new updater tool, lot's of output
 xD.

 Best Regards, Alan //

 --
 3DGames Argentina
 http://www.3dgames.com.ar
 Libertad 41, 5to Piso - Capital Federal
 Tel: 4-332-4709

 - Original Message -
  From: wickedplayer494 . wickedplayer...@gmail.com
  To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
  Sent: Wednesday, April 18, 2012 7:45:29 PM
  Subject: Re: [hlds_linux] [hlds] Mandatory TF2, DoD:S, and HL2:DM
 Updates Released
  New one for just TF2 came out not too long ago today.
 
  On Wed, Apr 18, 2012 at 5:44 PM, Console Admin
  console.2.ad...@gmail.comwrote:
 
   Sure, but the patch was announced/released 23 hours ago?
  
   On Wed, Apr 18, 2012 at 5:42 PM, wickedplayer494 . 
   wickedplayer...@gmail.com wrote:
  
Some clients are reporting they're having trouble patching. IIRC,
servers
aren't given priority, and updates of any size tend to bring Steam
down
   for
the first few minutes. Try updating in ~15 minutes.
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Re: [hlds_linux] HLDS Update Tool released

2012-04-12 Thread wave
Wonderful! Thanks for the updates to this. Much appreciated.

-Andrew

On Thu, Apr 12, 2012 at 4:43 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 A new version of the HLDS Update Tool has been released.  The tool should
 automatically self-update the next time you run it.  (Linux users may need
 to re-run the tool after it self-updates to complete the installation
 operation that was intended when launching the tool.)

 Changes:
 * Added significant diagnostic output
 * Fix bug causing the tool to restart the update process all over from the
 beginning if there was an error with a single depot.
 * Fix spurious connection reset by peer error when closing connection to
 content server, which could cause the update to restart from the beginning.
 * Tool will now reuse a connection to a depot, rather than disconnecting
 and reconnecting
 * If the determines in the first pass that no files would actually be
 updated from a particular depot, it will no longer needlessly connect to
 that depot in the second pass
 * Added -nobootstrapupdate option

 Basically, we fixed a few of the most egregious things the tool was doing
 that make a slow update much slower.  Queuing to connect to a content
 server still takes up the bulk of the update time during peak times after a
 major update is released; so don't expect miracles.  However, we are
 hopeful that most users will see modest speedup.

 We also added quite verbose diagnostic output, so at least you can tell
 what the tool is doing.  Be aware that this output may contain what appear
 to be errors, especially when the tool is trying to connect to a content
 server.  Failures to connect are normal and the tool has always experienced
 them and automatically retried.  The only thing new is that it is telling
 you what it is doing.

 Linux users: If you get the error message Bad uSizeOfSignature, then you
 probably have a bad version of the tool, which was posted mistakenly for a
 few hours yesterday.  To get unstuck, replace the executable named steam
 with this one:
 http://media.steampowered.com/apps/440/linuxhldsupdatetool_48/steam

 Thanks to those of you who helped beta test this tool.

 Thanks,
 Fletcher


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Re: [hlds_linux] Halloween, quickplay, and registering your server

2011-10-24 Thread Wave Admin
 action against the account, game
 server, IP, and steam account that owns the game server.  We are not
 going to provide an exact definition of exactly what is OK and what is
 not.  However, here are two examples of abusive activity: 1.) Giving
 certain plays on your server special powers or preferential treatment
 with regard to gifts.  2.) Using automated methods to collect gifts
 into lots of free accounts, causing them to be devalued in the TF
 economy.

 Thank you for helping to provide our customers a place to play our
 game.

 Your humble servant,
 Fletch

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1/2 respawn times
http://thewaveserver.com

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Re: [hlds_linux] Team Fortress 2 Update Released

2011-10-21 Thread Wave Admin
No annoucement of the holiday switch flip that I can find anywhere, so
I going to hope too that it is the former. I want to believe they are
just getting ready...

On Fri, Oct 21, 2011 at 10:00 AM, Sazpaimon sazpai...@x-cult.org wrote:
 Either someone jumped the gun and flipped on the holiday switch, or Valve
 simply isn't going to release new content this year.

 Really hoping its the former :(

 On 10/21/2011 1:10 AM, ics wrote:

 Well obviously someone did something odd because it's all halloween GUI,
 halloween taunts on.

 -ics

 21.10.2011 7:59, Russell Smith kirjoitti:

 Started getting the following error after tonights update(s):

 MDLCache: Failed load of .VVD data for
 player/items/all_class/skull_sodlier.mdl

 On 10/20/2011 5:16 PM, Tony Paloma wrote:

 Required updates for Team Fortress 2 are now available.  The specific
 changes include:

 - Improvements to client stability related to loading mesh content
 during gameplay
 - Fixed an engine error that mentioned CL_CallPostDataUpdates
 - Fixed Not Usable in Crafting text not appearing under certain
 conditions on item tooltips in the trading UI

 Thanks,
 Tony

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